/
rules.js
580 lines (533 loc) · 16.2 KB
/
rules.js
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//
// Skirmish Base Script.
//
// contains the rules for starting and ending a game.
// as well as warning messages.
//
// /////////////////////////////////////////////////////////////////
receiveAllEvents(true); // If doing this in eventGameInit, it seems to be too late in T2/T3, due to some eventResearched events triggering first.
include("multiplay/script/camTechEnabler.js");
include("multiplay/script/weather.js");
var lastHitTime = 0;
var cheatmode = false;
var maxOilDrums = 0;
var mainReticule = true;
var allowDesign = false;
const CREATE_LIKE_EVENT = 0;
const DESTROY_LIKE_EVENT = 1;
const TRANSFER_LIKE_EVENT = 2;
function setMainReticule()
{
setReticuleButton(0, _("Close"), "image_cancel_up.png", "image_cancel_down.png");
if (countStruct("A0LightFactory") + countStruct("A0CyborgFactory") + countStruct("A0VTolFactory1") > 0)
{
setReticuleButton(1, _("Manufacture (F1)"), "image_manufacture_up.png", "image_manufacture_down.png");
}
else
{
setReticuleButton(1, _("Manufacture - build factory first"), "", "");
}
if (countStruct("A0ResearchFacility") > 0)
{
setReticuleButton(2, _("Research (F2)"), "image_research_up.png", "image_research_down.png");
}
else
{
setReticuleButton(2, _("Research - build research facility first"), "", "");
}
if (countDroid(DROID_CONSTRUCT, selectedPlayer) > 0)
{
setReticuleButton(3, _("Build (F3)"), "image_build_up.png", "image_build_down.png");
}
else
{
setReticuleButton(3, _("Build - manufacture constructor droids first"), "", "");
}
if (allowDesign == true)
{
setReticuleButton(4, _("Design (F4)"), "image_design_up.png", "image_design_down.png");
}
else
{
setReticuleButton(4, _("Design - construct HQ first"), "", "");
}
setReticuleButton(5, _("Intelligence Display (F5)"), "image_intelmap_up.png", "image_intelmap_down.png");
if (countDroid(DROID_COMMAND, selectedPlayer) > 0 && countStruct("A0ComDroidControl") > 0)
{
setReticuleButton(6, _("Commanders (F6)"), "image_commanddroid_up.png", "image_commanddroid_down.png");
}
else
{
setReticuleButton(6, _("Commanders - manufacture commanders first"), "", "");
}
mainReticule = true; // main reticule window is open
}
function reticuleUpdate(obj, eventType)
{
var update_reticule = false;
var tryUpdate = (obj.player === selectedPlayer || eventType === TRANSFER_LIKE_EVENT);
if (tryUpdate && obj.type === STRUCTURE)
{
if (obj.stattype === HQ)
{
var flag = (countStruct("A0CommandCentre", selectedPlayer) > 0);
setMiniMap(flag); // show minimap or not
setDesign(flag); // permit designs or not
allowDesign = flag;
update_reticule = true;
}
if (obj.stattype === RESEARCH_LAB || obj.stattype === CYBORG_FACTORY ||
obj.stattype === VTOL_FACTORY || obj.stattype === FACTORY || obj.stattype === COMMAND_CONTROL)
{
update_reticule = true;
}
}
else if (tryUpdate && obj.type === DROID)
{
if (obj.droidType === DROID_CONSTRUCT || obj.droidType === DROID_COMMAND)
{
update_reticule = true;
}
}
if (mainReticule && update_reticule)
{
//Wait a tick for the counts to update
const TICK_TIME = 100;
queue("setMainReticule", TICK_TIME);
}
}
function setupGame()
{
if (tilesetType == "URBAN")
{
replaceTexture("page-8-player-buildings-bases.png", "page-8-player-buildings-bases-urban.png");
replaceTexture("page-9-player-buildings-bases.png", "page-9-player-buildings-bases-urban.png");
replaceTexture("page-7-barbarians-arizona.png", "page-7-barbarians-urban.png");
}
else if (tilesetType == "ROCKIES")
{
replaceTexture("page-8-player-buildings-bases.png", "page-8-player-buildings-bases-rockies.png");
replaceTexture("page-9-player-buildings-bases.png", "page-9-player-buildings-bases-rockies.png");
replaceTexture("page-7-barbarians-arizona.png", "page-7-barbarians-kevlar.png");
// for some reason rockies will use arizona babas
}
if (tilesetType != "ARIZONA")
{
setSky("texpages/page-25-sky-urban.png", 0.5, 10000.0);
}
setMainReticule();
showInterface();
hackPlayIngameAudio();
}
function eventGameLoaded()
{
setupGame();
}
function eventGameInit()
{
setupGame();
// always at least one oil drum, and one more for every 64x64 tiles of map area
maxOilDrums = (mapWidth * mapHeight) >> 12; // replace float division with shift for sync-safety
for (var i = 0; i < maxOilDrums; ++i)
{
queue("placeOilDrum", 10000 * i);
}
hackNetOff();
makeComponentAvailable("B4body-sml-trike01", scavengerPlayer);
makeComponentAvailable("B3body-sml-buggy01", scavengerPlayer);
makeComponentAvailable("B2JeepBody", scavengerPlayer);
makeComponentAvailable("BusBody", scavengerPlayer);
makeComponentAvailable("FireBody", scavengerPlayer);
makeComponentAvailable("B1BaBaPerson01", scavengerPlayer);
makeComponentAvailable("BaBaProp", scavengerPlayer);
makeComponentAvailable("BaBaLegs", scavengerPlayer);
makeComponentAvailable("bTrikeMG", scavengerPlayer);
makeComponentAvailable("BuggyMG", scavengerPlayer);
makeComponentAvailable("BJeepMG", scavengerPlayer);
makeComponentAvailable("BusCannon", scavengerPlayer);
makeComponentAvailable("BabaFlame", scavengerPlayer);
makeComponentAvailable("BaBaMG", scavengerPlayer);
for (var playnum = 0; playnum < maxPlayers; playnum++)
{
if (powerType == 0)
{
setPowerModifier(85, playnum);
}
else if (powerType == 2)
{
setPowerModifier(125, playnum);
}
// insane difficulty is meant to be insane...
if (playerData[playnum].difficulty == INSANE)
{
setPowerModifier(200 + 15 * powerType, playnum);
}
else if (playerData[playnum].difficulty == EASY)
{
setPowerModifier(70 + 5 * powerType, playnum);
}
setDroidLimit(playnum, 150, DROID_ANY);
setDroidLimit(playnum, 10, DROID_COMMAND);
setDroidLimit(playnum, 15, DROID_CONSTRUCT);
enableStructure("A0CommandCentre", playnum); // make structures available to build
enableStructure("A0LightFactory", playnum);
enableStructure("A0ResourceExtractor", playnum);
enableStructure("A0PowerGenerator", playnum);
enableStructure("A0ResearchFacility", playnum);
setStructureLimits("A0LightFactory", 5, playnum); // set structure limits
setStructureLimits("A0PowerGenerator", 8, playnum);
setStructureLimits("A0ResearchFacility", 5, playnum);
setStructureLimits("A0CommandCentre", 1, playnum);
setStructureLimits("A0ComDroidControl", 1, playnum);
setStructureLimits("A0CyborgFactory", 5, playnum);
setStructureLimits("A0VTolFactory1", 5, playnum);
}
applyLimitSet(); // set limit options
const numCleanTech = 4; // do x for clean
const numBaseTech = 18; // do x for base
var techlist = new Array(
"R-Vehicle-Prop-Wheels",
"R-Sys-Spade1Mk1",
"R-Vehicle-Body01",
"R-Comp-SynapticLink",
"R-Wpn-MG1Mk1",
"R-Defense-HardcreteWall",
"R-Vehicle-Prop-Wheels",
"R-Sys-Spade1Mk1",
"R-Struc-Factory-Cyborg",
"R-Defense-Pillbox01",
"R-Defense-Tower01",
"R-Vehicle-Body01",
"R-Sys-Engineering01",
"R-Struc-CommandRelay",
"R-Vehicle-Prop-Halftracks",
"R-Comp-CommandTurret01",
"R-Sys-Sensor-Turret01",
"R-Wpn-Flamer01Mk1",
"R-Vehicle-Body05",
"R-Struc-Research-Module",
"R-Struc-PowerModuleMk1",
"R-Struc-Factory-Module",
"R-Struc-RepairFacility",
"R-Sys-MobileRepairTurret01",
"R-Vehicle-Engine01",
"R-Wpn-MG3Mk1",
"R-Wpn-Cannon1Mk1",
"R-Wpn-Mortar01Lt",
"R-Defense-Pillbox05",
"R-Defense-TankTrap01",
"R-Defense-WallTower02",
"R-Sys-Sensor-Tower01",
"R-Defense-Pillbox04",
"R-Wpn-MG2Mk1",
"R-Wpn-Rocket05-MiniPod",
"R-Wpn-MG-Damage01",
"R-Wpn-Rocket-Damage01",
"R-Defense-WallTower01",
"R-Defense-Tower06");
for (var playnum = 0; playnum < maxPlayers; playnum++)
{
enableResearch("R-Sys-Sensor-Turret01", playnum);
enableResearch("R-Wpn-MG1Mk1", playnum);
enableResearch("R-Sys-Engineering01", playnum);
// enable cyborgs components that can't be enabled with research
makeComponentAvailable("CyborgSpade", playnum);
if (baseType == CAMP_CLEAN)
{
setPower(1300, playnum);
for (var count = 0; count < numCleanTech; count++)
{
completeResearch(techlist[count], playnum);
}
// Keep only some structures for insane AI
var structs = enumStruct(playnum);
for (var i = 0; i < structs.length; i++)
{
var s = structs[i];
if (playerData[playnum].difficulty != INSANE
|| (s.stattype != WALL && s.stattype != DEFENSE && s.stattype != GATE
&& s.stattype != RESOURCE_EXTRACTOR))
{
removeObject(s, false);
}
}
}
else if (baseType == CAMP_BASE)
{
setPower(2500, playnum);
for (var count = 0; count < numBaseTech; count++)
{
completeResearch(techlist[count], playnum);
}
// Keep only some structures
var structs = enumStruct(playnum);
for (var i = 0; i < structs.length; i++)
{
var s = structs[i];
if ((playerData[playnum].difficulty != INSANE && (s.stattype == WALL || s.stattype == DEFENSE))
|| s.stattype == GATE || s.stattype == CYBORG_FACTORY || s.stattype == COMMAND_CONTROL)
{
removeObject(s, false);
}
}
}
else // CAMP_WALLS
{
setPower(2500, playnum);
for (var count = 0; count < techlist.length; count++)
{
completeResearch(techlist[count], playnum);
}
}
}
var techLevel = getMultiTechLevel();
if (techLevel == 2)
{
grantTech(TECH_TWO);
}
else if (techLevel == 3)
{
grantTech(TECH_THREE);
}
// Disabled by default
setMiniMap(false);
setDesign(false);
allowDesign = false;
// This is the only template that should be enabled before design is allowed
enableTemplate("ConstructionDroid");
var structlist = enumStruct(selectedPlayer, HQ);
for (var i = 0; i < structlist.length; i++)
{
// Simulate build events to enable minimap/unit design when an HQ exists
eventStructureBuilt(structlist[i]);
}
hackNetOn();
setTimer("checkEndConditions", 3000);
if (tilesetType === "URBAN" || tilesetType === "ROCKIES")
{
setTimer("weatherCycle", 45000);
}
}
// /////////////////////////////////////////////////////////////////
// END CONDITIONS
function checkEndConditions()
{
var factories = countStruct("A0LightFactory") + countStruct("A0CyborgFactory");
var droids = countDroid(DROID_ANY);
// Losing Conditions
if (droids == 0 && factories == 0)
{
var gameLost = true;
/* If teams enabled check if all team members have lost */
if (alliancesType == ALLIANCES_TEAMS || alliancesType == ALLIANCES_UNSHARED)
{
for (var playnum = 0; playnum < maxPlayers; playnum++)
{
if (playnum != selectedPlayer && allianceExistsBetween(selectedPlayer, playnum))
{
factories = countStruct("A0LightFactory", playnum) + countStruct("A0CyborgFactory", playnum);
droids = countDroid(DROID_ANY, playnum);
if (droids > 0 || factories > 0)
{
gameLost = false; // someone from our team still alive
break;
}
}
}
}
if (gameLost)
{
gameOverMessage(false);
removeTimer("checkEndConditions");
return;
}
}
// Winning Conditions
var gamewon = true;
// check if all enemies defeated
for (var playnum = 0; playnum < maxPlayers; playnum++)
{
if (playnum != selectedPlayer && !allianceExistsBetween(selectedPlayer, playnum)) // checking enemy player
{
factories = countStruct("A0LightFactory", playnum) + countStruct("A0CyborgFactory", playnum); // nope
droids = countDroid(DROID_ANY, playnum);
if (droids > 0 || factories > 0)
{
gamewon = false; //one of the enemies still alive
break;
}
}
}
if (gamewon)
{
gameOverMessage(true);
removeTimer("checkEndConditions");
}
}
// /////////////////////////////////////////////////////////////////
// WARNING MESSAGES
// Base Under Attack
function eventAttacked(victimObj, attackerObj)
{
if (gameTime > lastHitTime + 5000 && victimObj.player == selectedPlayer)
{
lastHitTime = gameTime;
if (victimObj.type == STRUCTURE)
{
playSound("pcv337.ogg", victimObj.x, victimObj.y, victimObj.z); // show position if still alive
}
else
{
playSound("pcv399.ogg", victimObj.x, victimObj.y, victimObj.z);
}
}
}
function eventDroidBuilt(droid, structure)
{
if (droid.player === selectedPlayer)
{
reticuleUpdate(droid, CREATE_LIKE_EVENT);
}
}
function eventStructureBuilt(struct)
{
if (struct.player === selectedPlayer)
{
reticuleUpdate(struct, CREATE_LIKE_EVENT);
}
}
function eventDestroyed(victim)
{
if (victim.player === selectedPlayer)
{
reticuleUpdate(victim, DESTROY_LIKE_EVENT);
}
}
function eventObjectTransfer(obj, from)
{
reticuleUpdate(obj, TRANSFER_LIKE_EVENT);
}
function eventResearched(research, structure, player)
{
//if (research.name == "") debug("RESEARCH : " + research.fullname + "(" + research.name + ") for " + player);
// iterate over all results
for (var i = 0; i < research.results.length; i++)
{
var v = research.results[i];
//if (research.name == "") debug(" RESULT : class=" + v['class'] + " parameter=" + v['parameter'] + " value=" + v['value'] + " filter=" + v['filterParameter'] + " filterval=" + v['filterValue']);
for (var cname in Upgrades[player][v['class']]) // iterate over all components of this type
{
var parameter = v['parameter'];
var ctype = v['class'];
var filterparam = v['filterParameter'];
if ('filterParameter' in v && Stats[ctype][cname][filterparam] != v['filterValue']) // more specific filter
{
//if (research.name == "") debug(" skipped param=" + parameter + " cname=" + cname);
continue;
}
if (Stats[ctype][cname][parameter] instanceof Array)
{
var dst = Upgrades[player][ctype][cname][parameter].slice()
for (var x = 0; x < dst.length; x++)
{
dst[x] += Math.ceil(Stats[ctype][cname][parameter][x] * v['value'] / 100);
}
Upgrades[player][ctype][cname][parameter] = dst
//debug(" upgraded to " + dst);
}
else if (Stats[ctype][cname][parameter] > 0) // only applies if stat has above zero value already
{
Upgrades[player][ctype][cname][parameter] += Math.ceil(Stats[ctype][cname][parameter] * v['value'] / 100);
//if (research.name == "") debug(" upgraded " + cname + " to " + Upgrades[player][ctype][cname][parameter] + " by " + Math.ceil(Stats[ctype][cname][parameter] * v['value'] / 100));
}
//else if (research.name == "") debug(" passed " + Stats[ctype][cname][parameter] + " param=" + parameter + " cname=" + cname);
}
}
}
function eventCheatMode(entered)
{
cheatmode = entered; // remember this setting
}
function eventChat(from, to, message)
{
if (message == "bettertogether" && cheatmode)
{
for (var i in Upgrades[from].Brain)
{
if (Upgrades[from].Brain[i].BaseCommandLimit > 0) // is commander
{
Upgrades[from].Brain[i].BaseCommandLimit += 4;
Upgrades[from].Brain[i].CommandLimitByLevel += 2;
// you must set the thresholds this way, as an array, because of the clunky
// way that this is implemented behind the scenes
Upgrades[from].Brain[i].RankThresholds = [ 0, 2, 4, 8, 16, 24, 32, 48, 64 ];
}
}
console("Made player " + from + "'s commanders SUPERIOR!");
}
if (message == "makesuperior" && cheatmode)
{
for (var i in Upgrades[from].Body)
{
if (Upgrades[from].Body[i].bodyClass === 'Droids' || Upgrades[from].Body[i].bodyClass === 'Cyborgs')
{
Upgrades[from].Body[i].HitPoints += 500;
Upgrades[from].Body[i].HitPointPct += 100;
Upgrades[from].Body[i].Armour += 500;
Upgrades[from].Body[i].Thermal += 500;
Upgrades[from].Body[i].Power += 500;
}
}
console("Made player " + from + "'s units SUPERIOR!");
}
}
function placeOilDrum()
{
var drums = enumFeature(-1, "OilDrum").length;
if (drums >= maxOilDrums)
{
return;
}
var x = syncRandom(mapWidth - 20) + 10;
var y = syncRandom(mapHeight - 20) + 10;
// see if the random position is valid
var occupied = (enumRange(x, y, 2, ALL_PLAYERS, false).length > 0);
var unreachable = true;
for (var i = 0; i < maxPlayers; ++i)
{
if (propulsionCanReach("wheeled01", x, y, startPositions[i].x, startPositions[i].y))
{
unreachable = false;
break;
}
}
var terrain = terrainType(x, y);
if (terrain == TER_WATER || terrain == TER_CLIFFFACE)
{
unreachable = true;
}
if (occupied || unreachable)
{
// try again in a different position after 1 second
queue("placeOilDrum", 1000);
return;
}
addFeature("OilDrum", x, y);
}
function eventPickup(feature, droid)
{
if (feature.stattype == OIL_DRUM)
{
var delay;
// generate Geom(1/6) distribution for oil drum respawn delay
for (delay = 0; ; ++delay)
{
if (syncRandom(6) == 0)
{
break;
}
}
// amounts to 10 minutes average respawn time
queue("placeOilDrum", delay * 120000);
}
}